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Technology in Games
2nd February 2018
The Impact of Games
● Humans like fun!
● Estimated $120bn global revenue in 2017
● 2.2bn players (all platforms)
● Demographics:
○ Average age 35
○ 40% women
○ Global reach
● Powerful platforms dominate
Master Chief says: “I’m
relevant”. Are you really
going to argue?
Massive market means massive
investment - technology is often
created for games
Procedural Generation
● Quasi-random generation with rules
○ Seed value fed into generator
○ Mathematical result used to determine content in-game
○ Same result for the same seed
○ On-the-fly generation
● Used for:
○ Textures
○ Sound
○ Loot drops
○ In-game events
○ Object placement
○ Map generation
○ World / universe generation
Procedural Generation
● Not a new technology
○ Earliest examples in late 1970’s / 1980’s
● Originally used to create large maps in a small code-base
○ No need to pack in large resources when distributing the game
○ [See also modern 64K demos]
● Early examples include
○ Rogue (tile-based map generation)
○ Elite (galaxy and solar system generation)
○ The Sentinel
Procedural Generation
● Modern games - Elite Dangerous
○ Reproduction of the Milky Way with ~400bn star systems
○ Tweaked to ensure known stars / planets are in the correct place
○ System contents and planet formation is procedurally generated
○ Star systems to scale
Procedural Generation
● Modern games - No Man’s Sky
○ Procedural generation taken to extremes
○ 18 quintillion planets (18x1018)
○ Procedurally generated planets, star systems - entirely mathematical, on the fly
○ Flora and fauna, spaceships and sound created by combining core library of “parts”
○ Showcases the good and bad of PG!
No Man’s Sky - the good ...
… and the bad
Simulation - Physics
● Real-time physics simulation
● Objects appear to behave realistically
● Water moves correctly
● People and animals move properly
● Increases immersion
● Dedicated hardware (e.g. GPU with
PhysX)
Simulation - Large Populations
● Cities Skylines
○ Every inhabitant is simulated - they go to work, entertainment venues and shopping
○ Has been used to inform urban planning, e.g. Norra Djurgårdstaden in Stockholm
Simulation - Open Worlds
● Massive interactive worlds that feel real
● People appear to behave correctly
● Animals behave realistically
● Multiple biomes
● Go anywhere
● Stuff to do everywhere
Artificial Intelligence - The Old
● Historically, AI in games was not “real”
○ Rules-based rather than machine learning
● Well-developed techniques to make a “good enough” gaming experience
○ Heuristic / probabilistic behavioural rules for opponents
○ Rules for responding to events
○ Markers
○ Cheating
Artificial Intelligence - The New
● Modern games incorporate elements of “true” AI
○ Pathfinding
○ Advanced character actions (flanking, etc)
○ Behaviour modification (“emergent AI”)
● Example: Left For Dead
○ Realistic undead movement through environment
○ Friendly bots
○ On-the-fly gameplay modification
○ http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf
Artificial Intelligence - Cutting Edge
● Learning AI
○ OpenAI - Dota 2 (undefeated)
○ AlphaGo
● Trained by playing against instances of themselves
Multiplayer
● Real-time challenges
○ Many simultaneous player connections
○ Must avoid latency
● E.g. World of Tanks
○ Up to 60 players / battle
○ Vehicle movement mechanics
○ Camouflage (and update)
○ Shell trajectories
○ Penetration
○ Critical damage
○ Environment destruction
○ All in <50ms round trip
● MMOs
○ Sharding vs Single instance
Side Missions
● Massive digital distribution (Steam)
● Cloud gaming services
● Hollywood technology (e.g. motion capture)
● Graphics
● VR
End Game
● Wide range of technologies employed by games
● The software is very complex
● Applications spill outside of gaming, e.g. simulations, augmented reality,
movie industry / art, etc
● A waste of a brain … ?

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Green Custard Friday Talk 2: Technology in Games

  • 1. Technology in Games 2nd February 2018
  • 2.
  • 3. The Impact of Games ● Humans like fun! ● Estimated $120bn global revenue in 2017 ● 2.2bn players (all platforms) ● Demographics: ○ Average age 35 ○ 40% women ○ Global reach ● Powerful platforms dominate Master Chief says: “I’m relevant”. Are you really going to argue? Massive market means massive investment - technology is often created for games
  • 4. Procedural Generation ● Quasi-random generation with rules ○ Seed value fed into generator ○ Mathematical result used to determine content in-game ○ Same result for the same seed ○ On-the-fly generation ● Used for: ○ Textures ○ Sound ○ Loot drops ○ In-game events ○ Object placement ○ Map generation ○ World / universe generation
  • 5. Procedural Generation ● Not a new technology ○ Earliest examples in late 1970’s / 1980’s ● Originally used to create large maps in a small code-base ○ No need to pack in large resources when distributing the game ○ [See also modern 64K demos] ● Early examples include ○ Rogue (tile-based map generation) ○ Elite (galaxy and solar system generation) ○ The Sentinel
  • 6. Procedural Generation ● Modern games - Elite Dangerous ○ Reproduction of the Milky Way with ~400bn star systems ○ Tweaked to ensure known stars / planets are in the correct place ○ System contents and planet formation is procedurally generated ○ Star systems to scale
  • 7. Procedural Generation ● Modern games - No Man’s Sky ○ Procedural generation taken to extremes ○ 18 quintillion planets (18x1018) ○ Procedurally generated planets, star systems - entirely mathematical, on the fly ○ Flora and fauna, spaceships and sound created by combining core library of “parts” ○ Showcases the good and bad of PG!
  • 8. No Man’s Sky - the good ...
  • 10. Simulation - Physics ● Real-time physics simulation ● Objects appear to behave realistically ● Water moves correctly ● People and animals move properly ● Increases immersion ● Dedicated hardware (e.g. GPU with PhysX)
  • 11. Simulation - Large Populations ● Cities Skylines ○ Every inhabitant is simulated - they go to work, entertainment venues and shopping ○ Has been used to inform urban planning, e.g. Norra Djurgårdstaden in Stockholm
  • 12. Simulation - Open Worlds ● Massive interactive worlds that feel real ● People appear to behave correctly ● Animals behave realistically ● Multiple biomes ● Go anywhere ● Stuff to do everywhere
  • 13. Artificial Intelligence - The Old ● Historically, AI in games was not “real” ○ Rules-based rather than machine learning ● Well-developed techniques to make a “good enough” gaming experience ○ Heuristic / probabilistic behavioural rules for opponents ○ Rules for responding to events ○ Markers ○ Cheating
  • 14. Artificial Intelligence - The New ● Modern games incorporate elements of “true” AI ○ Pathfinding ○ Advanced character actions (flanking, etc) ○ Behaviour modification (“emergent AI”) ● Example: Left For Dead ○ Realistic undead movement through environment ○ Friendly bots ○ On-the-fly gameplay modification ○ http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf
  • 15. Artificial Intelligence - Cutting Edge ● Learning AI ○ OpenAI - Dota 2 (undefeated) ○ AlphaGo ● Trained by playing against instances of themselves
  • 16. Multiplayer ● Real-time challenges ○ Many simultaneous player connections ○ Must avoid latency ● E.g. World of Tanks ○ Up to 60 players / battle ○ Vehicle movement mechanics ○ Camouflage (and update) ○ Shell trajectories ○ Penetration ○ Critical damage ○ Environment destruction ○ All in <50ms round trip ● MMOs ○ Sharding vs Single instance
  • 17. Side Missions ● Massive digital distribution (Steam) ● Cloud gaming services ● Hollywood technology (e.g. motion capture) ● Graphics ● VR
  • 18. End Game ● Wide range of technologies employed by games ● The software is very complex ● Applications spill outside of gaming, e.g. simulations, augmented reality, movie industry / art, etc ● A waste of a brain … ?